The Arcane Gormandizer (3.5e Class)

From D&D Wiki

This page was marked as abandoned on 07:55, 6 July 2018 (MDT) because: It seems like work went into this, and there may be something to salvage, but it's been left unfinished for over 8 years. (discuss)

If you think you can improve this page please bring the page up to the level of other pages of its type, then remove this template. If this page is completely unusable as is and can't be improved upon based on the information given so far then replace this template with a {{delete}} template. If this page is not brought to playability within one year it will be proposed for deletion.

You can help D&D Wiki by finishing and/or adding flavor to this page. When the flavor has been changed so that this template is no longer applicable please remove this template. If you do not understand the idea behind this page please leave comments on this page's talk page before making any edits.Edit this Page | All stubs

The Arcane Gormandizer is effective in an offensive combat role in the party, but he's best in a ranged attack position, as his method of using his powers by burning up his own life force and the arcane nature of the use of his powers makes close range combat a rather poor choice.

Abilities: Constitution is the most important attribute for the Arcane Gormandizer, as his powers are fueled through burning Constitution points. Charisma controls how hard his spells are to resist, and Dexterity is useful for Armor Class and aiming his most basic Energy Bolt attack.

Races: Dwarves and other races with Constitution bonuses are good choices for Arcane Gormandizers.

The Arcane Gormandizer pulls energy out of his own body and harnesses it to his own ends. All of the following are class features of the Arcane Gormandizer.

Weapon and Armor Proficiency: The Arcane Gormandizer is proficient with all simple weapons and light armor, but not with shields. The Arcane Gormandizer's abilities are spell-like abilities, but are simple enough to be used while wearing light armor without incurring the normal spell failure chance.

Energy Bolt (Sp): This power starts as a spell-like ability. The Arcane Gormandizer draws from his own life force and releases it as a blast of destructive energy, a ranged touch attack dealing damage as shown on Table: The Arcane Gormandizer, with the number of dice multiplied by the number of Con points burned to manifest the attack. Burning 2 or more points for this ability uses a full-round action. An Arcane Gormandizer can reduce his Constitution to 0 by using his Energy Bolt and Energy Abilities (see below), Enhancement bonuses to Constitution CANNOT be burned to fuel the Energy Bolt. Any abilities that change the effect or shape of the Energy Bolt use the amount of Con points that corresponds to their grade (see below), multiplied appropriately for the amount you wish to amplify it.

Energy Abilities (Sp): As he learns to better harness his life energy, the Arcane Gormandizer learns special Energy Abilities. The number of abilities he knows is shown on Table: The Arcane Gormandizer. Energy Abilities cost a certain number of Con points depending on the grade. Least abilities cost 1 point, Lesser cost 2 points, Greater 3 points, and Dark 4 points. Spending extra Con takes a full-round action. Enhancement bonuses to Constitution CANNOT be used to fuel abilities.

Bonus Con Point Reserve: The Arcane Gormandizer stores some of his vitality while resting. He has a reserve of 5 extra Constitution points. These do not count toward saves, checks, or hit points, but he burns these points before burning his actual Constitution score. The Arcane Gormandizer may exceed 5 points of reserves by eating (see below), but the reserve always reverts to 5 points after an extended rest. The base amount for the Bonus Con Point Reserve increases by 5 each time the Arcane Gormandizer unlocks a new grade of Energy Abilities (see Table: the Arcane Gormandizer).

Boundless Hunger: The Arcane Gormandizer needs large amounts of food to sustain his life force. He gains 2 points of Con from a quantity of food that would normally amount to a full meal for a creature of his size. Overflow from his original Constitution score goes into Bonus Con Point Reserve (see above).

Phasing Flesh (Ex): The Arcane Gormandizer's body shows visible signs of his life force being depleted. When he drops below his normal maximum Constitution score, his flesh phases out of existence for brief moments, showing the skeleton underneath. This gives him a +5 circumstance bonus to Intimidate checks. There is also a 20% chance that any creature within line of sight must make a Will save or become panicked. This is a Mind-Affecting Fear effect.

Detect Magic (Sp): At 2nd level, the Arcane Gormandizer can use Detect Magic, as the spell, at will. This ability does not burn Constitution.

Poison Immunity: At 10th level, an Arcane Gormandizer's gluttonous body builds up enough resistance to toxins to gain immunity to poisons that are ingested from food.

Blinding Speed: Your speed increases by 10 feet, +5 for each extra point of Con you burn. You may also spend extra Con to pass through occupied squares and subject the occupant(s) to Energy Bolt damage appropriate to the amount of extra Constitution you burned. Level Equiv. 1st

Charming Voice: This ability functions as the Charm Person spell, only with a range of touch and a duration of 24 hours. Level Equiv. 1st

Devastating Leap: Make a Jump check at a +20 bonus. Each extra point of Con burned increases the bonus by +5. If you land in a space occupied by another creature, you may spend extra Constitution to inflict damage as if you had used your Energy Bolt on that creature, with the d6s multiplied appropriately for the amount of extra Con you burned to inflict the damage. The target is also knocked prone. A successful Reflex save halves the damage and negates knocking the target prone if it's two or more size categories larger than you. Level Equiv. 2nd

Rapid Aging: Forgo dealing Energy Blast damage to age target a number of years equal to half the damage the Energy Bolt would have dealt. Fortitude half. Level Equiv. 9th

Ripping Space: Create a Gate, as the spell. Level Equiv. 9th

Transplant Form: Everyone in 50-foot (+50/extra 4 Con burned) radius of the caster must make a Fortitude save or become the caster. The player controls these clones; they act as the caster would. The caster may choose to exclude allies from this effect. Level Equiv. 9th